How to facilitate a debriefing
Simulation and Gaming - Special issue: debriefing
Doom as an interface for process management
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Accessing Libraries as Easy as a Game
Visual Interfaces to Digital Libraries [JCDL 2002 Workshop]
A Methodology for Developing Adaptive Educational-Game Environments
AH '02 Proceedings of the Second International Conference on Adaptive Hypermedia and Adaptive Web-Based Systems
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Serious Games: Games That Educate, Train, and Inform
Serious Games: Games That Educate, Train, and Inform
A Simple Classification Model for Debriefing Simulation Games
Simulation and Gaming
ICLS '04 Proceedings of the 6th international conference on Learning sciences
The case for dynamic difficulty adjustment in games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Adaptable and Adaptive Hypermedia Systems
Adaptable and Adaptive Hypermedia Systems
Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Re-purposing existing generic games and simulations for e-learning
Computers in Human Behavior
NUCLEO: Adaptive Computer Supported Collaborative Learning in a Role Game Based Scenario
ICALT '08 Proceedings of the 2008 Eighth IEEE International Conference on Advanced Learning Technologies
Educational game design for online education
Computers in Human Behavior
Multiplayer role games applied to problem based learning
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Adaptive Educational Games: Providing Non-invasive Personalised Learning Experiences
DIGITEL '08 Proceedings of the 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning
Games as Skins for Online Tests
DIGITEL '08 Proceedings of the 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning
Transactions on edutainment I
The Gaming of Policy and the Politics of Gaming: A Review
Simulation and Gaming
Serious Games, Debriefing, and Simulation/Gaming as a Discipline
Simulation and Gaming
Teacher Perceptions of Games in Singapore Schools
Simulation and Gaming
A Description Grid to Support the Design of Learning Role-Play Games
Simulation and Gaming
Leadership in Multiplayer Online Gaming Environments
Simulation and Gaming
Usability testing for serious games: making informed design decisions with user data
Advances in Human-Computer Interaction - Special issue on User Assessment in Serious Games and Technology-Enhanced Learning
Assessment in and of serious games: an overview
Advances in Human-Computer Interaction - Special issue on User Assessment in Serious Games and Technology-Enhanced Learning
Using e-learning standards in educational video games
Computer Standards & Interfaces
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The notion of using games in education is as old as games themselves. In addition, the massive market opened by the digital games industry has caused great interest regarding their specific potential in education. However, this interest is sometimes thwarted by the resistance of traditional educational settings toward technology-enhanced learning and digital games. The future, on the contrary, is much more promising within the eLearning field. This field is in a process of evolution and reinvention, seeking new features and ideas to improve the learning experience. We believe that educational games are a perfect medium for these new directions in eLearning. In this article, the synergies between the new eLearning environments and educational games are explored and reviewed.